/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_LIGHT2D_H #define HPL_LIGHT2D_H #include "common/list.h" #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/scene/Entity2D.h" #include "hpl1/engine/scene/Light.h" namespace hpl { class iLowLevelGraphics; class iLight2D : public iEntity2D, public iLight { public: iLight2D(tString asName); virtual ~iLight2D() {} tString GetEntityType() { return "iLight2D"; } void UpdateLogic(float afTimeStep); void SetFarAttenuation(float afX); void SetNearAttenuation(float afX); cVector3f GetLightPosition(); virtual int Render(iLowLevelGraphics *apLowLevel, int alFirstIndex) = 0; protected: }; typedef Common::List tLightList; typedef tLightList::iterator tLightListIt; } // namespace hpl #endif // HPL_LIGHT2D_H